What is Considered a Good Roll in D&D? A Comprehensive Guide
A “good roll” in Dungeons & Dragons (D&D) isn’t simply about achieving the highest number possible. It’s about exceeding the necessary threshold to succeed at a given task within the game’s mechanics. While a natural 20 is often celebrated, it’s crucial to understand that success is not solely defined by a specific number. Instead, a good roll in D&D is any result that allows your character to accomplish their goals, overcome challenges, and progress the narrative. In essence, a good roll is one that moves the story forward in a positive way for the player.
Understanding the Mechanics of a D&D Roll
Before delving into what constitutes a “good” roll, it’s vital to grasp how dice rolls function in D&D. The core mechanic involves rolling a 20-sided die (d20), adding a relevant ability modifier, and comparing the total against a Difficulty Class (DC) set by the Dungeon Master (DM) or by the rules.
- The d20: This is the primary die used for checks, saves, and attacks. The result of the d20 roll determines the inherent luck of the attempt.
- Ability Modifiers: These modifiers are derived from your character’s six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). A score of 10 is considered average and results in a modifier of +0. Scores higher than 10 give positive modifiers (e.g., a score of 12 gives a +1 modifier), while scores below 10 have negative modifiers (e.g., a score of 8 gives a -1 modifier).
- Difficulty Class (DC): The DC represents the level of difficulty of a task. The DM determines this number based on the task’s complexity. Successfully scaling a simple wall may have a DC of 10, while deciphering ancient runes may have a DC of 20 or higher.
A successful roll is achieved when the final sum (d20 roll + ability modifier + proficiency bonus if applicable) is equal to or greater than the DC. If the sum is less than the DC, the attempt typically fails. This means that what is considered a “good roll” is very situational and always depends on the DC.
Beyond the Numbers: Context Matters
While landing a high number on a d20 is desirable, context often matters more than the raw roll itself. For example:
- Critical Success vs. Normal Success: A natural 20 on an attack roll is a critical success, meaning the attack not only hits, but it deals extra damage. However, rolling a 20 on an ability check does not guarantee success or provide any special effect. A roll of 15, with the right modifiers, could still be a ‘good roll’ if the DC was 14, while a roll of 19 with poor modifiers may be a ‘bad roll’ if the DC was 21.
- The Impact of Modifiers: A low d20 roll can still be a success with the addition of high ability modifiers and proficiency bonuses, especially when trying to do something your character is skilled at. Conversely, a high d20 roll can be a failure if the character has low ability modifiers when attempting a complex task with a high DC.
- The Narrative Significance: Sometimes, a roll might be considered “good” even if the character fails. A failed persuasion check might lead to an unexpected plot twist or create a memorable roleplaying moment. The DM might choose to allow a character to succeed with a setback or cost instead of a simple failure.
Therefore, a good roll in D&D is a roll that aligns with the character’s strengths, overcomes a challenge, and leads to engaging storytelling.
Frequently Asked Questions About Good Rolls in D&D
What is a “Natural 20” and why is it celebrated?
A natural 20 refers to rolling a 20 on the d20 before any modifiers are applied. It’s often cause for celebration because it’s an automatic success on attack rolls. This also allows for a critical hit where you do extra damage to the target. On ability checks and saving throws, rolling a 20 has no special effect other than the roll result.
What is a “Critical Hit”?
A critical hit occurs when you roll a natural 20 on an attack roll. This results in a successful hit and you also get to double the number of damage dice you roll. This doesn’t double the flat modifier you use, only the dice that you get to roll.
What is a “Critical Fail”?
A “critical fail”, or a “natural 1”, on an attack roll is an automatic failure regardless of modifiers. This usually comes with some kind of negative setback to the player. If you roll a 1 on a check or saving throw, it is also still a failure but will not have any special effect other than being a failure.
What is an Ability Check?
An ability check is a roll made when a character attempts to accomplish something, where the outcome is uncertain and not an attack. They are typically made by rolling a d20, adding your modifier of the relevant ability, and comparing that total to the DC set by the DM. Examples include trying to pick a lock, climb a wall, or persuade a merchant.
What is a Saving Throw?
A saving throw is a roll made when your character is trying to resist a harmful effect such as a spell, a trap or poison. When an ability says you need to make a saving throw, it will say which ability modifier to add to the roll, and what the DC is.
What is an Attack Roll?
An attack roll is a d20 roll that you make when you attack another player or a monster. You roll the d20 and add the relevant modifiers to the result. The resulting number is compared to the AC (Armor Class) of the target. If your roll is higher than the target’s AC, you have successfully landed the attack.
What are Advantage and Disadvantage?
Advantage means rolling two d20s and using the higher result. Disadvantage means rolling two d20s and using the lower result. These mechanics are used when a character has favorable (advantage) or unfavorable (disadvantage) circumstances.
What does it mean to “Roll with Proficiency”?
Proficiency means that your character is skilled in a certain action or task and you have received training in it. If your character is proficient in the ability you are using, you get to add your proficiency bonus, which increases with level, to your roll.
What is the significance of the Ability Score?
An ability score is the raw number of your character’s six key abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. The ability scores will determine what your modifiers are for each ability. For example, a high Strength score might mean that your attack rolls and athletic checks benefit from a higher modifier.
What is the “Modifier” and how does it work?
The modifier is a number derived from your ability score that gets added to your rolls. They range from -5 to +5 and are typically the result of a formula involving ability score minus 10, divided by 2, and rounded down. For example, an ability score of 14 has a modifier of +2.
Is a higher roll always better?
Generally, yes, a higher roll is better as it increases your chance of success by reaching the required DC. However, remember that other factors play a part, such as modifiers and proficiency. A high roll with poor modifiers is not always better than a low roll with the right modifiers. Also, as mentioned, a natural 20 on an ability check or saving throw does not give you extra benefits.
How do I know what the DC of a task is?
The Difficulty Class (DC) is determined by the DM. They assess the complexity of a task and set a corresponding number that you must meet or exceed with your roll. The DC is often hidden until you attempt the action.
What is the role of the DM in determining the outcome of rolls?
The DM is the final arbitrator in determining the outcome of rolls. They determine the DC, apply relevant modifiers based on the context, and ultimately interpret the results to move the story forward. They also help guide players when it is unclear what needs to be rolled, and might allow exceptions to the typical rule of failure or success.
What if I roll a failure?
A failed roll doesn’t always spell disaster. It might lead to a different approach to the challenge, introduce new complications, or even create a new story element. You may be able to try again, or it might mean that you succeed, but have to take a setback or a cost to do so.
What other types of dice are used in D&D?
While the d20 is the core die, other dice are used for various purposes, such as damage (d4, d6, d8, d10, d12), healing, or specific spell effects. The 10-sided die (d10) and the percentile die (d100) is also used on occasion. The other dice are not used for ability checks, saving throws, or attacks.
Conclusion
A “good roll” in D&D transcends the raw number on the d20. It encompasses a multitude of elements, including character strengths, ability modifiers, difficulty classes, the narrative context, and the interpretation of the Dungeon Master. While a natural 20 is a celebrated moment, it is not the sole indicator of success. Understanding the mechanics behind the rolls and how to use your characters abilities to your advantage, is key to playing D&D. Ultimately, a “good” roll is any outcome that empowers players to engage with the world, overcome challenges, and contribute to a memorable story.